Sorcerers have an innate gift for Magic that
allows them to will Spells into being nearly effortlessly, though they have
a finite limit of known effects and can only use a finite number of effects
per day.

Sorcerers are fun to play because, to put it
bluntly, they kick ass. Their long-term potential isn't as great as many
other kinds of Magic Users, but few other Magic Users start play as
aggressively potent as the Sorcerer.

Unlike Wizards, Sorcerers naturally have a basic understanding or gift for Magic. All the theory, history, and facts surrounding the use of Magic is
nice (if you're into that sort of thing), but a Sorcerer doesn't really
need to know all of that nonsense. It's all just intended to get less
talented Spellcasters to where the Sorcerer already starts out. Sorcerers
have a
flexible grasp on the application of Spells that serves them well in the
often-times dangerous world that they live in.

If in a University, a Sorcerer student is the sort that
sleeps thru or skips all the lectures, fails the written, but aces every
practical making the other students look simpleminded in the process. If
taught by a mentor the Sorcerer's seeming inability to grasp instruction in
the nuances of the Art and then turn around and work Magic as well as or
better than other Apprentices tends to drive their instructors up the
wall.

Outside of environments of formalized training it's quite
possible that an individual Sorceror developed their talent by themselves at
the GM's discretion.

Some
characters are taught basic techniques to help defend themselves versus
physical assailiants, while others are just naturally intent on saving their
own hide as much unfortunate impact as possible.